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AA variants was confirmed as release content in the latest SITREP.

You're right. I read the SITREP yesterday and I already forgot. :P

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Why on earth you change to pistol once you get a new weapon from a body or crate?

Soo much so that the 1st thing i do when i get into a mission is drop the damn pistol!

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What is even more annoying, whenever I get hit, my character immediately stops, and automatically changes from rifle to pistol. Might not be that terrible, if you could move while changing weapons, but imagine your character just standing there casually switching to a pistol while under heavy fire. Even if you survive the switch, your doomed, because you probably ain't gonna be able to hit that 400m away guy with a pistol.

This also happened few days ago when I was playing ARMA 2, not sure if it had something to do with latest beta patch or something, because I don't remember this happening before.

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That sounds more like a broken event handler in a mission. That doesn't happen by default. Thankfully. Heh

In alpha I had that happen when something exploded near me though.

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Noticed the AH9 now fires on rocket at a time! How long ago was that added?

---------- Post added at 23:35 ---------- Previous post was at 23:34 ----------

And the AA versions of the APCs?

No the textures showed a plow and a Heavy lifting Crane on a modified armored vehicle and it was labeled as a CRV.

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Noticed the AH9 now fires on rocket at a time! How long ago was that added?

A dev patch or two ago, and I'm really glad it was put back in. Only (slight) issue I've had is that a single tap on my joystick trigger occasionally fires two instead of one, but frankly that's a minor annoyance compared to having a far greater amount of airtime before having to re-arm.

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Are you sure that it's not the game registering two taps of the trigger?

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Not sure at all, but as the missiles are essentially 'full auto' I imagine even lingering for a few miliseconds too long will send two out. As I said, relatively minor issue really, much rather have it as it is now than always firing two.

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Why on earth you change to pistol once you get a new weapon from a body or crate?

Thank heavens someone else noticed this annoyance. This has been in the game since the Alpha.

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Thank heavens someone else noticed this annoyance. This has been in the game since the Alpha.

Just a wild guess here, but could it be that the weapon is put on the soldier but not "assignedTo" the soldier, like the NVGoggles. I dun really notice this but I dont really change AI's loadout when I spawn them.

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Soo much so that the 1st thing i do when i get into a mission is drop the damn pistol!

LOL. Me too.

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The blur is back, when you're wounded that annoying effect strikes again. Also in the game pause, the menu background is blurred. More than 100 pages of complains about the blur effects later...

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The blur is back, when you're wounded that annoying effect strikes again. Also in the game pause, the menu background is blurred. More than 100 pages of complains about the blur effects later...

I'm pretty sure the wound blur was there since the beginning. It's not as much of a problem as the fatigue blur was, but I wouldn't mind it getting removed.

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I'm pretty sure the wound blur was there since the beginning. It's not as much of a problem as the fatigue blur was, but I wouldn't mind it getting removed.

Don't think BI can really win on this subject. On one hand they have a bunch of forum-goers lamenting the implementation of visual effects to show injury or character status, on the other they have old fans crying about how casual and mainstream the game is if it gets removed. Either way, someone will be upset.

In my frank opinion, a slight blur after being shot repeatedly with military-grade ammunition is rather tame and apt. If there were to be an alternative method, perhaps cut down the FoV to the middle of the screen a la night vision- people who don't like blur don't have it, but still suffer a visual effect that totally removes their peripheral rather than blurring the screen entirely.

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Don't think BI can really win on this subject. On one hand they have a bunch of forum-goers lamenting the implementation of visual effects to show injury or character status, on the other they have old fans crying about how casual and mainstream the game is if it gets removed. Either way, someone will be upset.

If you re-read the blur effect thread, you will notice that almost all the "old fans" were in favor of removing the fatigue blur because it made no sense and wasn't a replacement for real fatigue effects like slower walking speed or more weapon sway.

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Small issue, but the Mk20 reload is too fast. The magazine is removed and dropped, and then the hand immediately returns to the weapon with a new magazine without sufficient time to take a new mag from the vest. I'm guessing this is because there is now an extra step when charging this weapon compared to the others - the charging handle is pulled back and then slapped forward - which means that the Mk20 would take slightly longer to reload than the other rifles. Either that or it's to keep the animation in sync with the reload sound - EDIT - Actually that cant be the reason because the sound actually goes on for longer than the animation.

Edited by 2nd Ranger

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The latest dev patch has removed the ability to disable AI voices by turning the "Radio" slider down to zero. I wouldn't mind so much except that my character 's voice is stuck with the default 50 something marine drill instructor voice (no offence intended to any 50+ US marine drill instructors on this forum) no matter what speaker I select in the profile editor.

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Can anyone notice what is wrong with that shot :p ?

avbf.th.jpg

vd20.th.jpg

Couldn't reproduce it again but happened while I was aiming down the sight and side stepping left and right. DEV ver.

I am also unable to hide display which doesn't seem to work. (left / right CTRL + H)

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The latest dev patch has removed the ability to disable AI voices by turning the "Radio" slider down to zero.

You should be able to hear what you and your comrades nearby say even with a radio volume all the way down, shouldn't you? ;) (wip)

But definitely, http://feedback.arma3.com/view.php?id=9827 , so you can choose less drillinstructory voice ;)

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Well his firearm supposed to be supported by his right hand side shoulder but the animation somewhat swapped the right handed shooter to left handed :D

@phill - has it been? No idea about that, seen it for the first time

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